Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Rogue |
Level / Exp | 50 / 1578% |
Size | medium |
Lifes / Deaths | Killed by Ivowyn the Neverdead at level 50 on the 6th Haze 124th year of Ascendancy at 07:00 / 1 |
Primary Stats
Strength | 52 (base 31) |
Dexterity | 86 (base 60) |
Constitution | 62 (base 41) |
Magic | 30 (base 10) |
Willpower | 55 (base 30) |
Cunning | 128 (base 60) |
Resources
Life | 1290/1290 |
Stamina | 329/329 |
Healing Factor | 1.6398029716163 |
Regeneration | 30.269378044882 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -987 |
Infravision | 7 |
See Stealth | 97.235057293025 |
See Invisible | 100.23505729302 |
Stealth | 81 |
Offense: Mainhand
Damage | 156 |
Accuracy | 78 |
Crit Chance | 107% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 125 |
Accuracy | 78 |
Crit Chance | 95% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +15% |
Cold | +25% |
All | +9% |
Lightning | +35% |
Physical | +73% |
Darkness | +66% |
Fire | +15% |
Nature | +39% |
Offense: Damage Penetration
Lightning | +35% |
All | 0% |
Physical | +19% |
Darkness | +10% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 55 (53.292302510663%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 32 |
Mental Save | 66 |
Defense: Resistances
Blight | + 36%( 70%) |
Arcane | + 27%( 70%) |
Mind | + 38%( 70%) |
All | + 27%( 70%) |
Lightning | + 69%( 70%) |
Temporal | + 57%( 70%) |
Physical | + 44%( 70%) |
Darkness | + 53%( 70%) |
Fire | + 41%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 46% |
Instadeath Resistance | 100% |
Confusion Resistance | 35% |
Knockback Resistance | 42% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 182 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 355 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 439.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 7/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Numbing Poison |
talent | Crippling Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 14.2 and stamina regeneration by 3.3. Soothing Darkness |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 173 - 242 Accuracy: 94 (knife) APR: 31 Crit Chance: +108% Crit mult: 301% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 75% chance to deflect up to 33 damage from the next 3.2 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Ce'Nuldawyn the orc master assassin. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Veluthra the snow giant boulder thrower. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Emaramina the elder vampire. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1281. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Bleakransom (0 def, 8 armour) =current= Bleakransom (0 def, 8 armour) =current=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 64% Changes resistances: +12% lightning / +20% darkness Changes resistances penetration: +10% darkness / +25% nature Changes damage: +15% darkness Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Name =lol= Name =lol=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 55 fire Changes resistances: +12% temporal / +19% fire / +3% nature / +1% physical Mental save: +15 (+4 eff.) Blindness immunity: +50% Poison immunity: +20% Confusion immunity: +25% Life regen: +2.00 Only die when reaching: -40.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +12% Light radius: +11 See stealth: +22 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 33 cooldown : Effective talent level: 4.5 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Cracklebreacher the elven-silk wizard hat (3 def, 0 armour) =current= Cracklebreacher the elven-silk wizard hat (3 def, 0 armour) =current=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 2 lightning / 6 cold Changes stats: +8 Cun / +8 Wil Changes resistances: +46% lightning / +15% physical / +16% darkness Changes resistances penetration: +25% lightning Changes damage: +19% lightning / +18% physical / +16% darkness / +9% cold Mental save: +26 (+6 eff.) Maximum hate: +15.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +11% It can be used to activate talent Hateful Whisper, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 237 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 31% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... This object's appearance was changed to Invisible. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) =imba garrote hard anyway= Dakhtun's Gauntlets (0 def, 6 armour) =imba garrote hard anyway=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Areyon (dig speed 15 turns) =dig, current= Areyon (dig speed 15 turns) =dig, current=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +20 (+5 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +2 Str Changes resistances: +4% physical Changes resistances penetration: +19% physical Changes damage: +15% physical Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Shadowrot the voratun ring =current= Shadowrot the voratun ring =current=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Damage (Melee): 26 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 36 Damage (Ranged): 35 physical Changes stats: +21 Cun Changes damage: +6% darkness Critical mult.: +20.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
On fingers | stralite Lifebinding Emerald ring =freeze res finally= stralite Lifebinding Emerald ring =freeze res finally=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 36 Damage (Melee): 20 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 36 Damage (Ranged): 19 physical Changes stats: +9 Cun / +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Healing mod.: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
Around neck | voratun amulet 'Gilarig' voratun amulet 'Gilarig'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Wil / +5 Mag Changes resistances: +27% temporal Changes damage: +6% acid / +7% lightning / +6% fire / +6% arcane / +7% cold Critical mult.: +15.00% Physical save: +25 (+8 eff.) Spell save: +14 (+7 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +46% Knockback immunity: +42% Spellpower: +19 (+7 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
In main hand | Mandible of Ungolmor (40-52 power, 12 apr) =The Main Dagger!= Mandible of Ungolmor (40-52 power, 12 apr) =The Main Dagger!=Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 64% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | Arthuzilabar the hardened leather belt =imba= Arthuzilabar the hardened leather belt =imba=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes resistances: +3% physical Changes damage: +15% physical Critical mult.: +10.00% Light radius: +2 A belt that goes around your waist. |
In off hand | Zanatokath the voratun dagger (38-49 power, 9 apr) =current= Zanatokath the voratun dagger (38-49 power, 9 apr) =current=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). On weapon crit: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+3 eff.) Changes resistances: +15% mind / +3% temporal Mental save: +6 (+1 eff.) Teleport immunity: +20% Sharp, short and deadly. |
Cloak | cashmere cloak 'Flashvile' (12 def, 10 armour) cashmere cloak 'Flashvile' (12 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Armour: +10 Defense: +12 (+2 eff.) Changes resistances penetration: +10% lightning Changes damage: +6% physical Critical mult.: +15.00% Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Untouchable (14 def, 12 armour) =ass saver= The Untouchable (14 def, 12 armour) =ass saver=Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread =old, keep= Choker of Dread =old, keep=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 50 power out of 60/60. The evilness of undeath radiates from this amulet. |
grounding gold amulet of soulsearing =eep?= grounding gold amulet of soulsearing =eep?=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% lightning Changes damage: +9% blight / +9% fire Critical mult.: +14.00% Stun/Freeze immunity: +31% Spellpower: +8 (+3 eff.) Amulets make your neck look great! |
protective voratun amulet of murder protective voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +17 Armour: +7 Defense: +10 (+2 eff.) Changes resistances cap: +5% all Critical mult.: +19.00% Physical save: +17 (+5 eff.) Amulets make your neck look great! |
wanderer's voratun amulet of murder =keep= wanderer's voratun amulet of murder =keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Fatigue: -6% Changes stats: +7 Dex / +7 Cun / +7 Con Critical mult.: +15.00% Life regen: +3.00 Stamina each turn: +1.00 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glorildabeth the Flashresolve =rpen= Glorildabeth the Flashresolve =rpen=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +3.0% Physical power: +20 (+5 eff.) Changes stats: +3 Str / +6 Dex Changes resistances: +40% nature / +9% darkness Changes resistances penetration: +27% physical Changes damage: +30% fire / +20% nature / +12% arcane Rings make your fingers look great! |
Lisawyn =old= Lisawyn =old=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +21 (+6 eff.) Damage (Melee): 40 light Damage (Ranged): 34 light Changes stats: +5 Str / +3 Dex / +10 Mag / +8 Con Changes damage: +19% light / +12% arcane Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +14 (+5 eff.) Spell crit. chance: +2% Mindpower: +12 (+3 eff.) Rings make your fingers look great! |
Ring of the War Master =keep I guess= Ring of the War Master =keep I guess=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
copper ring 'Adarin' =craft= copper ring 'Adarin' =craft=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +24% light Changes damage: +6% blight / +15% physical / +12% light Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +30.00 Spellpower: +10 (+4 eff.) Rings make your fingers look great! |
gladiator's voratun ring of clarity =craft= gladiator's voratun ring of clarity =craft=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +8 Str / +8 Con Mental save: +13 (+3 eff.) Confusion immunity: +28% Rings make your fingers look great! |
gladiator's voratun ring of tenacity =craft= gladiator's voratun ring of tenacity =craft=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +8 Str / +4 Con Disarm immunity: +26% Pinning immunity: +28% Knockback immunity: +34% Maximum life: +20.00 Rings make your fingers look great! |
gold ring 'Branyrand' =old, keep?= gold ring 'Branyrand' =old, keep?=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +6% lightning / +9% cold / +30% nature / +6% blight Changes damage: +15% nature / +18% mind Pinning immunity: +20% Maximum stamina: +20.00 Rings make your fingers look great! |
psionicist's voratun ring of speed =craft= psionicist's voratun ring of speed =craft=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +13 (+2 eff.) Changes stats: +4 Wil Mental save: +8 (+2 eff.) Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 33 cooldown : Effective talent level: 7.2 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 49% for 5 turns. Rings make your fingers look great! |
Glacierlady the stralite dagger (30-39 power, 9 apr) =old= Glacierlady the stralite dagger (30-39 power, 9 apr) =old=Requires: - Dexterity 35 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 Damage (radius 1) on hit: +4 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% Changes stats: +9 Str / +9 Dex / +7 Mag / +8 Wil / +8 Cun / +10 Con Changes resistances penetration: +10% acid / +10% cold Sharp, short and deadly. |
Salyvena the stralite dagger (28-37 power, 9 apr) =old= Salyvena the stralite dagger (28-37 power, 9 apr) =old=Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +13 lightning / +5 cold When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Physical power: +9 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +1 Con Changes resistances penetration: +9% lightning / +11% cold / +16% physical Critical mult.: +10.00% Disarm immunity: +14% Life regen: +2.00 Spell crit. chance: +3% Movement speed: +24% Sharp, short and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 164 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Emblem of Evasion =keep= Emblem of Evasion =keep=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 25 power out of 30/30) : Effective talent level: 7.2 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 64 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Mighty Girdle =carry= Mighty Girdle =carry=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Growwire the elven-silk cloak (23 def, 26 armour) =keep= Growwire the elven-silk cloak (23 def, 26 armour) =keep=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +26 Defense: +23 (+4 eff.) Changes resistances: +9% blight / +30% cold / +6% darkness / +9% temporal Changes resistances penetration: +10% nature Teleport immunity: +20% Life regen: +4.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Beukath' (3 def, 0 armour) =keep= elven-silk cloak 'Beukath' (3 def, 0 armour) =keep=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +20% blight / +9% mind / +18% light / +18% nature Reduces incoming crit damage: 15.00% Blindness immunity: +20% Knockback immunity: +20% Life regen: +15.00 Only die when reaching: -80.00 life Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) =keep?= Crimson Robe (12 def, 0 armour) =keep?=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Glareumbra the pair of drakeskin leather boots (0 def, 5 armour) =keep?= Glareumbra the pair of drakeskin leather boots (0 def, 5 armour) =keep?=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +12% acid / +12% fire / +15% mind / +15% cold Changes damage: +12% light Poison immunity: +20% Cut immunity: +20% Confusion immunity: +20% A pair of boots made of leather. |
pair of drakeskin leather boots 'Hellmaim' (0 def, 5 armour) =keep?= pair of drakeskin leather boots 'Hellmaim' (0 def, 5 armour) =keep?=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Changes stats: +14 Cun / +5 Con Changes resistances penetration: +25% fire Physical save: +23 (+7 eff.) Mental save: +25 (+6 eff.) Mindpower: +25 (+6 eff.) Mental crit. chance: +8% A pair of boots made of leather. |
undeterred pair of voratun boots of tirelessness (0 def, 5 armour) =no more freeze lich!= undeterred pair of voratun boots of tirelessness (0 def, 5 armour) =no more freeze lich!=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +37% Confusion immunity: +40% Stun/Freeze immunity: +49% Stamina each turn: +0.70 Maximum stamina: +35.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shinestreaker the dwarven-steel gauntlets (0 def, 14 armour) =keep= Shinestreaker the dwarven-steel gauntlets (0 def, 14 armour) =keep=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +14 Fatigue: +3% Damage when hit (Melee): 10 light Changes stats: +4 Dex Changes resistances: +6% lightning / +9% fire Changes resistances penetration: +10% arcane Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Yvogatira (0 def, 3 armour) =old, nice, hard to garrot= Yvogatira (0 def, 3 armour) =old, nice, hard to garrot=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 7 mind / 11 cold Changes stats: +6 Dex / +5 Con Changes resistances: +8% mind / +8% cold Changes damage: +6% mind / +8% cold Reduces incoming crit damage: 10.00% Physical save: +21 (+7 eff.) Spell save: +6 (+3 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +42% See invisible: +12 When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +16 physical Damage (radius 2) on crit: +11 ice / +9 mind Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 18% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Murkward the dwarven-steel helm (0 def, 4 armour) =old, keep= Murkward the dwarven-steel helm (0 def, 4 armour) =old, keep=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +6 Wil Changes resistances: +5% arcane / +6% lightning Changes damage: +12% nature Physical save: +17 (+5 eff.) Spell save: +6 (+3 eff.) Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Samakath' (3 def, 0 armour) =keep= elven-silk wizard hat 'Samakath' (3 def, 0 armour) =keep=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +3 (+0 eff.) Damage when hit (Melee): 10 arcane / 8 physical Changes stats: +2 Dex / +10 Cun / +7 Con Stamina each turn: +3.00 Mana each turn: +0.34 Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Infravision radius: +3 A pointy cloth hat, very wizardly... |
thaloren voratun helm of the depths (0 def, 5 armour) =water= thaloren voratun helm of the depths (0 def, 5 armour) =water=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Wil Changes resistances: +12% blight / +11% cold Allows you to breathe in: water Mental save: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Barytar the drakeskin leather armour (20 def, 8 armour) Barytar the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 20 Changes stats: +6 Str / +7 Dex / +7 Mag / +19 Wil / +17 Cun Changes resistances: +9% blight / +26% cold Critical mult.: +10.00% Mental save: +23 (+6 eff.) Vim when firing critical spell: +1.00 Maximum life: +54.00 Spellpower: +5 (+2 eff.) A suit of armour made of leather. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =carry= Heart of Poosh =carry=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 82 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Duvyharablek the Boltstreak =old, keep= Duvyharablek the Boltstreak =old, keep=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +8 Damage when hit (Melee): 4 lightning / 8 physical Changes resistances penetration: +6% all Changes damage: +6% mind Mental save: +12 (+3 eff.) Stamina each turn: +3.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 66 power out of 150/150) : Effective talent level: 5.5 Power cost: 66 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 27.83 cold damage and 38.51 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many Ways =try?= Demonic Orb of Many Ways =try?=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Runed Skull =carry = Runed Skull =carry =Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal 7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator =rod= Gwai's Burninator =rod=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 414.00 fire damage (based on Magic) Activation costs 41 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) =dmg 4.0= Rod of Recall (2/2) =dmg 4.0=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) =rod= Rod of Spydric Poison (1/1) =rod=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 444.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 21 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
supercharged dragonbone totem of healing [power 566] (14 cooldown) =heal= supercharged dragonbone totem of healing [power 566] (14 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 566 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Burning Star =map= Burning Star =map=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 25 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
6 diamond 6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Astarion the Thalore Rogue level 31
34th Pyre 123rd year of Ascendancy at 16:11 see stats
By Astarion the Thalore Rogue level 37
29th Dusk 123rd year of Ascendancy at 02:47 see stats
By Astarion the Thalore Rogue level 30
21st Pyre 123rd year of Ascendancy at 21:06 see stats
By Astarion the Thalore Rogue level 44
65th Regrowth 124th year of Ascendancy at 15:00 see stats
By Astarion the Thalore Rogue level 44
55th Regrowth 124th year of Ascendancy at 23:36 see stats
By Astarion the Thalore Rogue level 39
59th Dusk 123rd year of Ascendancy at 10:40 see stats
By Astarion the Thalore Rogue level 23
71st Regrowth 123rd year of Ascendancy at 12:09 see stats
By Astarion the Thalore Rogue level 24
6th Pyre 123rd year of Ascendancy at 09:17 see stats
By Astarion the Thalore Rogue level 49
60th Pyre 124th year of Ascendancy at 13:31 see stats
By Astarion the Thalore Rogue level 38
55th Dusk 123rd year of Ascendancy at 10:45 see stats
By Astarion the Thalore Rogue level 42
3rd Allure 124th year of Ascendancy at 00:46 see stats
By Astarion the Thalore Rogue level 41
74th Dusk 123rd year of Ascendancy at 22:01 see stats
By Astarion the Thalore Rogue level 20
2nd Regrowth 123rd year of Ascendancy at 13:18 see stats
By Astarion the Thalore Rogue level 50
53rd Haze 124th year of Ascendancy at 11:55 see stats
By Astarion the Thalore Rogue level 22
5th Regrowth 123rd year of Ascendancy at 12:56 see stats
By Astarion the Thalore Rogue level 34
5th Mirth 123rd year of Ascendancy at 16:00 see stats
By Astarion the Thalore Rogue level 32
39th Pyre 123rd year of Ascendancy at 09:49 see stats
By Astarion the Thalore Rogue level 50
6th Haze 124th year of Ascendancy at 09:16 see stats
By Astarion the Thalore Rogue level 34
77th Pyre 123rd year of Ascendancy at 02:24 see stats
By Astarion the Thalore Rogue level 10
5th Mirth 122nd year of Ascendancy at 16:19 see stats
By Astarion the Thalore Rogue level 20
77th Haze 122nd year of Ascendancy at 08:07 see stats
By Astarion the Thalore Rogue level 30
20th Pyre 123rd year of Ascendancy at 07:53 see stats
By Astarion the Thalore Rogue level 40
68th Dusk 123rd year of Ascendancy at 14:51 see stats
By Astarion the Thalore Rogue level 50
2nd Summertide 124th year of Ascendancy at 03:01 see stats
By Astarion the Thalore Rogue level 37
23rd Dusk 123rd year of Ascendancy at 01:10 see stats
By Astarion the Thalore Rogue level 50
41st Dusk 124th year of Ascendancy at 13:47 see stats
By Astarion the Thalore Rogue level 50
1st Flare 124th year of Ascendancy at 18:32 see stats
By Astarion the Thalore Rogue level 46
17th Pyre 124th year of Ascendancy at 18:07 see stats
By Astarion the Thalore Rogue level 18
53rd Haze 122nd year of Ascendancy at 10:27 see stats
By Astarion the Thalore Rogue level 31
29th Pyre 123rd year of Ascendancy at 22:55 see stats
By Astarion the Thalore Rogue level 43
55th Regrowth 124th year of Ascendancy at 01:12 see stats
By Astarion the Thalore Rogue level 25
11st Pyre 123rd year of Ascendancy at 23:11 see stats
By Astarion the Thalore Rogue level 39
55th Dusk 123rd year of Ascendancy at 17:30 see stats
By Astarion the Thalore Rogue level 50
53rd Haze 124th year of Ascendancy at 11:50 see stats
By Astarion the Thalore Rogue level 37
29th Dusk 123rd year of Ascendancy at 02:47 see stats
By Astarion the Thalore Rogue level 8
2nd Mirth 122nd year of Ascendancy at 22:04 see stats
By Astarion the Thalore Rogue level 37
29th Dusk 123rd year of Ascendancy at 02:47 see stats
By Astarion the Thalore Rogue level 24
71st Regrowth 123rd year of Ascendancy at 16:58 see stats
By Astarion the Thalore Rogue level 50
53rd Haze 124th year of Ascendancy at 11:55 see stats
By Astarion the Thalore Rogue level 47
26th Pyre 124th year of Ascendancy at 00:05 see stats
By Astarion the Thalore Rogue level 14
9th Flare 122nd year of Ascendancy at 01:27 see stats
By Astarion the Thalore Rogue level 42
18th Haze 123rd year of Ascendancy at 12:12 see stats
By Astarion the Thalore Rogue level 23
70th Regrowth 123rd year of Ascendancy at 18:40 see stats
By Astarion the Thalore Rogue level 25
12nd Pyre 123rd year of Ascendancy at 19:13 see stats
By Astarion the Thalore Rogue level 18
75th Haze 122nd year of Ascendancy at 00:03 see stats
By Astarion the Thalore Rogue level 50
6th Haze 124th year of Ascendancy at 07:00 see stats
By Astarion the Thalore Rogue level 29
20th Pyre 123rd year of Ascendancy at 07:53 see stats